具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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( r2 K) J3 L2 H* U ~; x" f6 L已经共享到岛群QQ和本论坛置顶资源帖! ` J8 Q- l7 B2 {$ S& k& i
5 L) O3 r- [; X) C+ O+ ^- s大量更新,详见列表:
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Change History:# J. c9 d! h( X$ a0 o% R- |+ x
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% p2 q# [& r6 k$ h1. Seventh Update – This release is a comprehensive release updating all previous* N; g- x4 B# m- q% w# [
versions to v1.01.17 beta
6 k" P2 V; }, J: V2. Code Changes
% N/ k% x. S$ wFixed" w2 y) D U5 a( ?* V) b% d
1. Display of AF/Port icon between player saves based on player's intel6 V! R5 N! x9 [0 g1 v/ g
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( S5 u P( ?9 Y
weapon list updated3 t& X6 Q. W$ \% l; E$ f
3. Reported cargo/troop safety values incorrect when no cargo/troop space
; b/ }8 X) A e3 q8 W4 R6 I4 V) ~4. Allow smaller 'reserve' space for small groups on ships! x4 E( I. C+ g- S: k
5. Preserve some more data when swapping fragment and parent to prevent lost of parent7 [7 ~; v9 [; }' C5 K1 g. g4 f& y
6. Correct attacking plane count before final post-air combat. ]7 \7 T+ _1 O: _, {8 [) a
7. Pilot promotion may have occured in error sometimes
% c, G# y8 T: u) V( B0 \8. Raid detect message sometimes dropped of the combat report4 k$ [. _( p( h
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% X# m& `2 v# h0 e: G3 ~ I- L
generally1 { d3 U3 F2 _, g. }, M1 C, k1 x* A
10. Some pilot-leader connections were being corrupted9 E: E; i0 M( R( c3 N' a
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
+ K4 `* z$ m9 z( Cother move issues due to the incorrect indicator2 [. R- v% K: N+ a
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: V# l6 L+ q$ m4 q9 I8 kdamage! M5 ]# M8 ]) B5 K. i) \; ~
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& w' [ u* h3 X* C
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) S# G5 D+ I: V# ?* ?8 I8 F3 q7 V6 X
date sort
) `, y8 @7 |" M9 m$ U15. ASW groups not allowed to attack sometimes
2 u n6 i8 R) a- J1 s2 G9 a16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: g: R8 t+ z' t1 J# w7 |7 r6 IHQ/LCU to jump to reinforcement queue. t" D2 ~# a) R3 j" {+ l. f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat0 m4 w* j7 ^* x p* [; u# o
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
0 |0 ?1 Y. @' Q: n7 h3 {# ]& iat start of AE but crept back in sometime during updates: J) V8 M; F r0 Y1 [
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
# ?3 b( n- F& n D1 a+ R0 }3 z/ ~. Q; ifragment.
V* x4 U e% U1 A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade% l& N u- L& d1 h6 j
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, Z4 ?9 ~1 N, T) K3 }3 E' e- ishort scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 m+ |. M6 [! l! i
set( [0 s6 i3 J- T
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; J @$ v& I& h Y" z0 P1 \- K, U23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' K$ W% f) g1 j2 k
24. Bug caused F/FB to sometimes bomb at low altitude6 |4 h" s9 w4 x" c$ g- l! v
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( o7 Y. p, N% Y$ ^% xoccurring properly.
/ }4 Z- q& {3 c/ w0 S T/ N' @26. Bug in Industry 'failed' indication not showing properly sometimes( t5 g R5 `0 _# o5 Y" _# O3 t
27. Location check at scenario load to include small map sceanrios
/ Z A; e, C. N$ y! r28. Bug in air supply to fragments in a non-friendly base hex' d1 x {3 }: ^) @, ?! S4 u
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ ?( I M& n$ X: p2 Z, S* f
being set to homebase before execution of the mission – ie was returning to base! v- W* ], o! {0 H
immediately
, F$ G- Z' ?( m2 X; o30. Error in Strategic map display
8 h+ `: `& {' m7 Z' i% S5 d3 Y31. Additional and stockpile options were not turned off when base was captured4 j2 `3 B" v' E1 F& \
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) I3 Z+ F# B. z* [ O) c' F
mouse over2 }' ], I3 J3 R, I
33. Army experience being gained when not 100% prepared as per manual; changed to allow
& j4 B& ^+ _9 G( C q, ]chance to gain experience if >75% prepare and < 50% national exp level
6 {% e6 E) R, R$ E( J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# b* k7 z( P0 R0 W
alleviate the incorrect experience gaining happening while in reinforcement queue
) F, i! S5 f7 B5 g8 a35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 R) U$ C% f2 m. S: p5 `
caused unit to jump “off-rail” and move overland
: M7 {6 }7 M+ l36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ ~9 A# S( X& Y. Z4 k) B) W' C37. Excessive accident messages on unload from TF reported% y; R* b' U, d, }& E
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
# J& |, o1 O& M9 q0 F' q* vmerged causing smaller size unit than expected2 ]9 X k+ f8 L& Z1 O( V B% ?2 R8 j
39. Corrected possible TOE error in scenario data load for inactive units
0 ?4 N4 g! t0 }1 L40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 P8 k6 _! P O- J
however be allowed to do this.
l' ?% x# h T0 p5 v2 k; ?2 y41. Possible CTD if sinking ship's load was a group3 f6 o+ v/ M) d& b# K' e
42. Limit the number of devices built from resources per unit during LCU replacements; this3 T) s% ]1 w: C, l6 i
was causing an over production for that turn
, @3 p5 S8 e/ t1 a" G43. Retain day/night setting when creating group fragments* H' J3 \% W; e6 g7 B1 }. D# B' _
44. Adjusted supply and fuel values in base list not to overrun the space$ q0 }) f' `9 e, V; w! |, S
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: F+ L5 O3 Q0 q6 x2 i1 b% U6 o+ V
added YMS to Sweep TF in line with manual and code+ q- F9 T7 U! O" [$ A, m! \0 j
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 n i, k% b( [0 \' c9 F D: Jrule relates to the abundance of manpower and is not covered by replacement pool. Normal
; A: q& R6 e1 D. \rebuilding of destroyed units is not affected by this.# I" o# I L0 g0 k; i3 y# A5 ~1 f0 j
47. Carrier capable and trained text not showing together on Group screen l, r0 Y& ?. V" K' W5 m" R( R
48. Handle any blank re-name changes by ignoring them; k8 K1 u8 Q5 K- y2 F- P# ~6 \9 _
49. Possible CTD when air fragments combine
+ }% ?( j# N- Y' M$ d9 p* P0 q50. Unloading TF can freeze a LCU onto a ship under some conditions
+ ^; \( \+ E1 {! W& _# Y9 p6 [51. AI not behaving if main HQs missing (affects small map mainly)5 I/ Q. g2 m' P4 g$ l2 D
52. AI using AGC for normal land units – removed from TF if not needed
7 `+ E' V. ~' i8 ?53. Soviet activation message not in Ops report- r q. c9 [ d2 _0 d
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range! b+ q8 j- `7 T+ i! I
55. Clear Soviet air balance if not activated. Possible incorrect base switching
4 b, [( X- }' H4 v; L56. Sub attack against docked TF not happening for port size <3
4 [# K8 O2 a f57. Unit type changing unexpectantly
3 C/ w8 D, H2 h h) r58. Torpedo replacement on plane sometimes is missed, Q6 a3 n2 `6 o9 |1 H9 P# U! ^
59. Double handling of overstacked supply requirements
/ l5 k6 Q. s, L& ~9 x% C, v60. Fixed alternate weapons for port attacks
1 k# \. d; _! ]' s61. Corrected weapon system damage to show after combat on ships in port rather than wait till
+ ]9 R$ q) V3 i. `- M+ Dsometimer in the ship repair cycle.
1 ]# ]& u, k$ J6 N1 {% W62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# d* s1 }0 Q2 T) e# }! n! A; ?port6 K2 U* J" p l" e7 b
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
* k5 A4 Y+ ?; ~# r3 JTenders not counted
" r1 u* m& S1 J1 q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# L/ |& f1 M* S% A0 F0 u* {& O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method" L% G: [# V6 y: f+ j2 s
to remove damaged ships from TF
6 l# V. k: \9 r3 a5. New filter for “non-building” devices in Industry pool screen
2 i! ~; O/ W1 B2 O7 ]! R1 V6. New filter for “non-building” aircraft in Air Replacement pool screen) o7 r" }- Z9 L" I7 i. h" J4 D
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- B4 n# f4 p9 Nmines (^) detected
% J) r, r! P1 Q) g8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
; @) F' d; P I( O% w8 V‘button6..’ image files, then these will be shown. If not, by default there are shown as; w9 n5 }4 E- g) _
standard parachute unit icons
' U) d: V, P' s9. Air/port damage and building is shown in base mouse over }! C; Q8 p' |) M+ }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. ~4 | T k$ G9 q1 j8 ^# S11. TF can be routed to stay within coastal hexes as much as possible
7 }& f& ^/ }* c2 {3 g/ a8 ?$ L. V2 ]12. On Top Pilot screen show the 'ace' cut-off value if more than 1 H# H% k( t) w4 h0 r! w
13. Added option on group and LCU reinforcement screen to turn off replacements
6 j7 b3 ]- O, L8 }, E14. Current base can get supply returned to it when reserve planes returned which were% T- S1 R; U3 J6 a f& h8 H
originally supplied from another base
' @7 _5 [/ I3 x7 R* G9 g" `( D15. Unit type filter on Troop Loading screen
; M6 h5 Z4 V% S6 N# T+ S; ]16. Report killed ground units if not in combat report. G W. P" q6 J* S
Changed' `# a d' `( E. m. Y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations( q: Q1 l( _2 B Z ^
(complements fix 18 above)# ^7 B+ ~9 E$ k3 U/ B! D
2. Permanently increased pilot array to 70K- w: Z/ Z- ^% {2 n& w1 J
3. Increased number of air combat rounds are a factor of total aircraft involved3 m5 E4 T0 k* S$ X3 C4 f8 i- h3 _
4. Allowed submap to submap movement if land connected for land units. Should have been
( N) U3 j6 L% \so as per Andrew Brown+ T5 n3 I- o) w
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message* \2 [; O) |" G. U
delay toggle instead5 P# X* @ I+ c, l4 w% v: n! |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
$ a2 ^+ t' U8 o/ }3 i6 qmaintenace a bit more
" e; x7 K9 U$ ~7 B# W7. Support device replacements won't decrease the overall experience of LCU units. This does4 ~3 ~1 ^) e1 T0 \& @0 b' [% p
not alter the overall EXP change due when any replacements are received.
( [0 C \1 _( x1 N! b$ n( v) R, |' K! ]- s8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 q$ S7 l# i6 g5 s$ C2 v
between the two but could break current games.
0 c& z( _' }; e5 `: i! } Q- d" l9. Some LCU Prep points may be retained if unit is experienced4 [' G4 m% f: ]* I, A7 U4 ^( [
Notes
5 ] F) \$ o' a9 ^: f1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario8 B" `1 ^# |& A) |0 b4 c
should not change player or HQ, even if not in play. These original HQs are used by the AI
% J, T2 Q& O1 f0 h; l9 i! mroutines so changing or deleting them can put the AI off. Changing other elements should
( m6 P/ Y$ [1 c3 n- d' C4 ?* Lbe okay.
, o" p2 X% f2 ?+ H- E# H1 h+ m8 D2. Clarification to weapon filters for aircraft:
9 i& e$ ], [2 s7 n3 W2 f4 `PM_NAVAL_ATTACK 2 // used for naval attacks
9 V5 w( Q1 W1 \1 TPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
3 n) |+ Z: a! ^0 r w: oPM_LAND_ATTACK 8 // used for land (ground) attack
0 a' q# w1 E) h7 B" n, w6 g: JPM_PORT_ATTACK 16 // used for port attack
4 L. x; i" ]6 E0 _5 t9 g. t w$ _PM_AF_ATTACK 32 // used for AF attack
9 ?7 ~) }; }$ j( }Dropped any reference to secondary values for land and AF as they served no special use.$ d# H. M2 F# B% K E) c1 Q
Clarification changes
& ?& [4 l7 f$ f1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- [0 |1 G! q+ e8 c; Q$ c
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),( \6 F0 h! Q% S8 X* F9 F( N% n6 s
MONGOLIA(91) or TANNU_TUVA(92).2 N7 _& k5 R4 h) ?0 ?* w5 G
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' p5 t W) z8 |1 ?b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# k/ i* ] K3 y5 a" h7 I
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 r9 H) T+ h: n4 g$ J* D# E+ p5 D
after Soviets are activated, but can’t move
. c- z, C1 b; Y* L1 Y8 md. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 l9 {- r; ]& v3 L# X% c
disbanded in port.' E5 l6 N( \* \$ D9 ~
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 \' r7 n. `+ h$ j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |